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Mercury
Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia
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Posted: Fri Mar 21, 2003 1:18 am Post subject: Oz Team Fortress Updated, HL map support + Mvdsv functions |
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Download Oz Team Fortress 1.21
Practice Mode:
New mode added where the player has unlimited ammo, health, grenades, and will not require reloading.
CTF Flag Support:
CTF Flags have been added which includes flag meshing to player model upon grabbing a flag.
Screenshots
Requires the flag.mdl
Sentry Gun Updated:
Team Fortress 2.9 Sentries are now the default sentry gun. You can change this using the sgtype command.
New Setinfo Key added:
There is a new setinfo key added called "tfk" which intelligently allows you to enable 4 options at once. The reason this was added is to lower the setinfo strings which can cause some problems for many clients. This setinfo will only work on connect, and will not affect any current setinfo setting. The options are:
1 = Class help off
2 = Exec Class script
4 = Exec Map script
8 = Sbar on
To enable more then 1 option, simply add the numbers together.
New Alias Commands:
SHOWFPS- this will show the fps, and current timing speed of all players in the server
SHOWFRAGS - (previously fraglist) will print a list of statistics
New Admin commands:
PRACTICE - this will toggle practice modem, requires map restart.
SGTYPE - toggles sentry gun mode
FLAG_MODEL - this will toggle the flag model between map default, tf flag, tf standard and the new CTF flags.
Localinfos added:
FLAG_SOLID - (on/off) this will make the tf_goal entitiy solid despite what the map setting is.
FLAG_DROP - (on/off) this will allow all tf_goal entities to be droped using the dropitems command. Old keys that could not be dropped in TF2.9 can be dropped in this version.
FLAG_MODEL (0/1/2/3) sets flag model to tf_goals. 0 = map default, 1 = tf flag, 2 = tf standard, 3 = Ctf flag.
PRACTICE - (on/off) will toggle practice mode, requires map restart.
SENTRYTYPE - (0,1) toggles between 0, TF2.9 sentry guns, and 1, Oztf Sentry Guns.
VOTETIME - (time in minutes) This will disable any players from using the break command with a time specifed. Break and Elect commands have also added proctection to prevent spamming.
Fixes:
autoteam bug.
ID incorrect numeric values.
Random pc, choosing the same class.
Showfrags positiong.
For more info please visit the Oztf site
_________________
New Oz TeamFortress mod
http://ap.qgl.org/mercury/
Last edited by Mercury on Wed Jul 02, 2003 3:05 pm; edited 2 times in total |
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Mercury
Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia
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Posted: Sat Apr 05, 2003 7:44 pm Post subject: |
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Download Oz Team Fortress 1.22
Changes:
Startmatch procedure updated, to print last 10 seconds to console and darken.
Concussion grenade updated, default concussion grentype is set to TF2.9, see grentype localinfo below.
Localinfo's Added:
GRENTYPE: (0,1) Setting to 1 will enable OZTF type grenades. TF2.9 grenades are default.
NOITEMS: (0-7) This localinfo will allow you to disable mulitple items...
1 = Disable Gren1's
2 = Disable Gren2's
4 = Disable Detpacks
To enable more then 1 option, simply add the numbers together.
Fixes:
Normal Concussion
Spaz4 excessive precache.
Dissect flags.
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New Oz TeamFortress mod
http://ap.qgl.org/mercury/ |
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Mercury
Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia
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Ba`alzamon
Joined: 20 Mar 2003
Posts: 112
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Posted: Fri May 02, 2003 3:29 pm Post subject: |
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nice |
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Klaymen
Joined: 01 May 2003
Posts: 96
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Posted: Fri May 02, 2003 10:08 pm Post subject: |
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oh fkn sweet , hl map support basically means a fukload of new maps and noone needs to make em |
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Fri May 02, 2003 11:34 pm Post subject: |
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do func_ladder and func_water properly work? |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Fri May 02, 2003 11:51 pm Post subject: |
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func_water works, except there is no custom phsyics for it like there is in CS (but who cares).
Ladders work, but in a custom way. +jump climbs the ladder, and the speed at which you go up is limited by cl_forwardspeed (so a hwguy doesnt go up ladders instantly). This is all subject to change. |
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dkure
Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia
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Posted: Sat May 03, 2003 12:44 am Post subject: |
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does duck work?
just cause i saw a the pic in the vent, however it was only at one end of the vent, not in the middle, so it looks like there is no duck. |
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Sat May 03, 2003 2:10 am Post subject: |
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duck would need crouching anims and a hitbox change |
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Spike
Joined: 19 Apr 2003
Posts: 144
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Posted: Sat May 03, 2003 5:43 am Post subject: |
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hitbox change?
What's the problem with that.
If fuh were to go through the player prediction code changing all of them hull[1]s to hull[pmvars.hullnum], and added a protocol enhancement, then crouching physics would work fine.
If you've got to use a modified engine to get hl maps working, why not go the whole hog and tweek networking too?
bung annother byte on sv_writeplayerstoclient
it should be the wanted hull number, with 128 added if you want to prevent gravity from moving the player - aka ladder.
It's extension 0x00000800 in my system, and requires pflags | (1<<15) when sent. If not sent, it's imagined as 1. |
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Sun May 04, 2003 3:19 am Post subject: |
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i guess would be quite funky tbh
btw Mercury, will there be oztf quakec source releases ever? :] |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Sun May 04, 2003 3:32 am Post subject: |
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oldman wrote: |
i guess would be quite funky tbh
btw Mercury, will there be oztf quakec source releases ever? :] |
merc can answer himself but I think it was a condition of robin walker's that it not be released to anyone else, and that it not be called tf 3.0 etc. Yes it's nice being friends with the creator of TF.
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oldman
Joined: 10 Sep 2002
Posts: 636
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Posted: Sun May 04, 2003 8:37 am Post subject: |
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:( |
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b
Joined: 28 Jan 2003
Posts: 215
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Posted: Mon May 05, 2003 2:04 am Post subject: |
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are mod authors required to release source like client/server authors are?
i remember the whole mqwcl source fiasco and am curious is all; im not after tf source or anything |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Mon May 05, 2003 2:06 am Post subject: |
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b wrote: |
are mod authors required to release source like client/server authors are?
i remember the whole mqwcl source fiasco and am curious is all; im not after tf source or anything |
nah they aren't. tf soruce has nothing to do with id's quake source. author can do whatever he wants with it.
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Mercury
Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia
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Posted: Mon May 05, 2003 2:11 pm Post subject: |
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If u want specific source to help you with something then i can be helpful. If it would be tf based source then I would be reluctant to give it out.
I am also in need of someone to make some lmp type graphics for fuhquake or quake in general. Even just a console back ground for Oztf would be helpful. Please message me for further detail.
Im going to release a beta source that should work with spikes client. Ill give instructions on how to get it working.
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b
Joined: 28 Jan 2003
Posts: 215
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Posted: Mon May 05, 2003 7:24 pm Post subject: |
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i meant mod authors in general, not the tf author specifically
surely the tf source is modified from, or uses some of, the source for id's progs.dat/qwprogs.dat?
meh |
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comm
Joined: 09 Sep 2002
Posts: 26
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Posted: Thu May 15, 2003 8:53 am Post subject: qwprogs.dat |
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They have been readily aviable for years, you can do what ever you want with them, there just the mod code, there free but the authors dont have to give out the source files.
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32bit console backgrounds
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b
Joined: 28 Jan 2003
Posts: 215
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Posted: Thu May 15, 2003 9:58 pm Post subject: |
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huh? |
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Mercury
Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia
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Posted: Tue May 20, 2003 1:33 pm Post subject: |
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I have also added many new entities such as the ones in the first Quake Mission pack hipnotic. Hipnotic has many cool entities such as hipnotic clock, earthquake, rotating doors, trains (can ride around a circuit) , rotating platforms.
also adding a custom light entity and custom soun, for obvious uses.
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New Oz TeamFortress mod
http://ap.qgl.org/mercury/ |
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